Step 4: Finalize Retopology in 3ds Max

It was then time for the technical stuff that I was talking about in the introduction. I always start with the body, since all the clothes go on top of the body, so for me it makes more sense to model in this order. At this stage I paid extra attention to the topology as this character was designed for animation. I retopologize all the pieces.

The retopologized details on the model

Here's the final model with the topology done

Step 5: UVs

This was the tedious part of the work. I prefer to use a UV Layout as it's easy and fast, and so perfect for this kind of work. There's no trick to make UVs, just make sure that is no overlapping and stretching on them and you will be fine. I made five UV shells.

Various UV layouts on the model

Step 6: Textures

The texturing part is one of my favorite parts of the whole process. This is when I start to see the character coming to life. For the clothes I used just Photoshop. I collected big size images and started to tweak them and add other images on top for texture, stains and small details. From that map I made a Bump, Specular and Glossiness map.

(ID: 290144, pid: 0) Moustafa Shaheen on Sun, 03 August 2014 1:43am hey , thank you for making this tutorial , it was so useful for me and i watched your reel , it was awesome !

(ID: 270847, pid: 0) Vesta on Sun, 27 April 2014 6:22am Amazing work! I like it!
I have some questions only.
Step 3 and step 4 look the same ( in the text), I think the in the step 4 something should be about adding details on the model. And It`s interesting for me, how looks Glossiness map for this character. I think, it is not the same as Specular map. Am i right?